![Image by ROBIN WORRALL](https://static.wixstatic.com/media/nsplsh_51384866754f3975647473~mv2_d_5184_3456_s_4_2.jpg/v1/fill/w_147,h_98,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/nsplsh_51384866754f3975647473~mv2_d_5184_3456_s_4_2.jpg)
MY TEACHING JOURNEY
HISTORY LEARNING APP "HISTORY PLUS"
Users can practice self-paced learning through the app since it provides an array of resources, including notes, videos, , keywords and quizzes. The app has been used by more than 50 students, including both junior and senior forms. In general, students gave positive evaluations of the learning experience.
![0a7253aa-8f0c-4d8d-ad44-387ada1d9859.JPG](https://static.wixstatic.com/media/f1d373_03e69803874449bc85cb7538d7245ac5~mv2.jpg/v1/fill/w_105,h_140,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/f1d373_03e69803874449bc85cb7538d7245ac5~mv2.jpg)
School-based Mindfulness Scheme
The mindfulness scheme was a brand new programme in the school. I was one of the advocators to carry out the programme.
By making mindfulness cards, guided mindfulness meditation and so on, most students enjoyed mental tranquility and calmness in learning. The introduction of mindfulness successfully alleviated students' distress, fostering their mental health and growth.
CARD GAME
Historical heros in Wars
Students are able to learn interesting facts about historical figures and incidents through gamification. In the game, they are required to play as historical figures and defeat their opponents through strategy. Different historical incidents facilitate students in the battle. Meanwhile, students can wear shoes from historical figures and practice historical empathy, quenching the thirst for historical acquisition.
![Sign Love to Learn](https://static.wixstatic.com/media/11062b_bd0b8de93b81492080448edb75127028~mv2.jpg/v1/fill/w_123,h_82,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/11062b_bd0b8de93b81492080448edb75127028~mv2.jpg)
MOBILE GAME "I WANT TO BECOME AN EMPEROR" 「我要當皇帝」
In the game, players can imitate emperors, making decisions in political, economic, military, social and diplomatic aspects. Different decisions will create different endings. Henceforth, players can learn about history vividly through gamification.